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TE FUNPATCH Modding/Discussion/Suggestion thread; Cool FP
Topic Started: Nov 11 2009, 11:07 AM (25,518 Views)
DukeLeto
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Refined Chaos
Boost balloons IMO like incy wants!
I will balloon rush your TC!
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LOZ_Dark_Link_
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Corporal
Keshiks should have an attack of 5000, and an hp of 10k. That should make things fair.
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DukeLeto
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Refined Chaos
Also boost french cav upgrade cards to make gendarmes uberlame!
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SunnyDeeeee
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H34d Nubc4k3
ĺ×ļ
Nov 25 2009, 07:14 PM
lol

moar suggestions!

-mahout and howdah elephant attack and hp doubled, cost doubled as well and mahout gains x2 vs abstract cav
-explorer gets +400% hp and crackshot attack in age 2
-rodelero gets x3 vs HI
-advanced hot air balloon gets bomb attack that does 3000 siege damage (try using japan monk sabotage)
lol i already changed mahouts a LOT. Gave them +2 speed IIRC and lowered cost so they're pretty OP XD
Also changed rods increased damage a bit
Like the hot air baloon suggestion though, but not sure if its' possible to do that :P
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DukeLeto
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Refined Chaos
Even making them like half- map spies would be epic :D
333
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ĺ×ļ
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China Lamer
mahout should be tank unit, not light cav ^^
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ĺ×ļ
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China Lamer
Also I want to retain some historical accuracy; the cav bonus is because horses used to be afraid of elephants and would run away and kill their rider :P

And there was something in AoE3 history taht said rods were used to fight pikes or something..... hence the inf multiplier
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SunnyDeeeee
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H34d Nubc4k3
ĺ×ļ
Nov 25 2009, 10:04 PM
mahout should be tank unit, not light cav ^^
they are tank still like 1000+HP, just now tanks that move at like 7/8 speed XD
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ĺ×ļ
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China Lamer
MOAR HP PLOX
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SunnyDeeeee
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H34d Nubc4k3
lawl, or perhaps boost brit consulate to 50% HP boost instead?1111
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SunnyDeeeee
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H34d Nubc4k3
BTW i also lowered mahout pop to 4 or 5 i think :O
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No_nickname
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No_membertitle
Quote:
 
IS it possible to give falcs a hand attack?

I guess so, but they won't have a sword or anything (they will still fire the cannon, only that they do different damage at a different ROF and only in melee)
Quote:
 
-mahout and howdah elephant attack and hp doubled, cost doubled as well and mahout gains x2 vs abstract cav

lol
Quote:
 
-explorer gets +400% hp and crackshot attack in age 2

OP :P
Quote:
 
-rodelero gets x3 vs HI

Makes sense.
Quote:
 
-advanced hot air balloon gets bomb attack that does 3000 siege damage (try using japan monk sabotage)

Haha, that would actually make them useful...and overly annoying but I guess thats sort of fun :P

I'll try to add those changes.

EDIT: where did all those posts between this and dopples suggestions come from lol. They weren't here a minute ago :O
Edited by No_nickname, Nov 26 2009, 12:32 AM.
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No_nickname
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No_membertitle
Here is another update. I didn't do all of dopples changes (since I'm lazy lol), but those I didn't do should be pretty simple (except the Balloon one maybe).
Attached to this post:
Attachments: funpatch_26_11.zip (1.24 MB)
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SunnyDeeeee
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H34d Nubc4k3
nice!
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Lord_Sami
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Recon King
We need strelet machinegunners.. Make their damage like 2, but ROF 0.1
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DukeLeto
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Refined Chaos
Yes!
Also we should make Gatling guns OP since they are like primitive machine guns!
So like 5-10 damage and a ROF of .1 for Gatling guns :D
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SunnyDeeeee
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H34d Nubc4k3
k i'll work on some of those now XD
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DukeLeto
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Refined Chaos
It is pretty easy I did it awhile ago (but like a ROR of .0000000001 and like 50 damage and 5 Gatling guns beat exactly 250 musketeers in a scenario I made lol)
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SunnyDeeeee
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H34d Nubc4k3
FP version 26 XD

made the strelet machine gunners
also mantlet machinegunners
changed rhino stats a bit (made 9 speed!)
also a couple other things that I forgot (read FP.txt for more detail XD)
Attached to this post:
Attachments: FP26.zip (1.25 MB)
Edited by SunnyDeeeee, Nov 27 2009, 01:56 PM.
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DukeLeto
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Refined Chaos
Iro mantlet rush!
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No_nickname
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No_membertitle
Nice! Downloading now :)
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
This thing is OP!
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ĺ×ļ
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China Lamer
kudos to no_nickname's revolution edit.... very nice :P

still some stuff to do tho....
-implement native change (double limit, 3/4 cost)
-ehhhhh I forgot :P
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No_nickname
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No_membertitle
Quote:
 
This thing is OP!
1
Quote:
 
kudos to no_nickname's revolution edit.... very nice :P
Thx :P
Quote:
 
-implement native change (double limit, 3/4 cost)
Ok. *starts adding*
Quote:
 
-ehhhhh I forgot :P
rofl :P
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O_man0
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The Unexpected One
Make mantlets available in age 2 along with the card that lowers their pop to 1 :D


..... on second thought..... can you make mantlets have 0 pop and make them arrive with each shipment like germany? :D
Edited by O_man0, Dec 1 2009, 05:38 PM.
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DukeLeto
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Refined Chaos
21 yes :D mantlet rush!
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LOZ_Dark_Link_
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Corporal
This might have been said already, but I'll say it again.

1.) Rodeleros need to be made so they arn't useless after age 3. (idk always a pet peeve I've had espically when I played Treaty)
2.) Keshiks need to not SUCK anymore
3.) Imperial Gendarmes need nerfed to hell
4.) Sioux need some other farming/plant upgrade card.
5.) The cheaper Jannissary card for ottos in age 4 should decrease training time as well
6.) Team Dueling School should be taken out
7.) Samurai siege nerf

Idk I probably sound like some noob, but this is just the problems I've occured over the years of playing this that I had a problem with.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Quote:
 
Idk I probably sound like some noob, but this is just the problems I've occured over the years of playing this that I had a problem with


We aren't solving any problems, we are creating them :)

Quote:
 
Make mantlets available in age 2 along with the card that lowers their pop to 1 :D


..... on second thought..... can you make mantlets have 0 pop and make them arrive with each shipment like germany? :D


No :)

But Iro get a very OP travois dance.

Here are all the patch notes:

Quote:
 
List of suggested and finished changes. The changes are all finished except for the ones with multiple stars next to them

Aztec

Aztecs will rely on melee units. Super fast coyote runners + pumas, jag knights and very slowly but siege heavy Skull knights.
-Coyote runners +2.5 speed DONE
-Improved pathing of coy DONE
-Coyote runners -10% RR DONE
-Puma + 3 speed DONE
-Puma - 30 siege DONE
-Skull knight – 2.5 speed DONE
-Skull knight + 15% hp DONE
-Skull knight + 50 siege damage DONE
-Increased area attack to 4!!! DONE
-In return lowered base damage to 5(in cover) and 10 in melee mode DONE
-To make efficient anticav despite lowered attack, raised bonus to X5 vs cav and X5 vs LI (LOL) DONE
-Increased Aztec WC velocity by 1 DONE
-Changed WC build limit to 5 (LOL) DONE
-Changed WC cost to 20 gold( XD ) DONE
-Increased rate of building TP from 3.000 to 5.000 (!) DONE
Arrow Knight
-Flying unit EDIT: This means they can still be attacked, but they can move up to cliffs and through all other objects (like water ^^ or walls :) ) --> use to perform sneak attacks via water
-To balance (can't be killed by cav anymore i guess) HP reduced drastically to 100 from 150.
-xpmedicinemanaztecs (warrior priest) Build limit increased to 15 (!)
-Warrior priest gather rate at firepit increased from .1 to .15


China
China will be based on the legendary CKN and Flamethrowers extremely boosted!
-CKN +4 attack MELEE DONE
-CKN + 1x bonus vs HI+RANGED CAV DONE (ONLY at RANGE!)
-Lower arquebusier health to 47 from 97 to make CKN main chinese ranged unit!11 DONE
-However increased arquebusier LOS to 44 from 24 to make them a scouting unit :P DONE
-Pike – 15 hp DONE
-Steppes -25 hp DONE
-Steppe get 3x BONUS vs HI when in trample mode(currently .5 bonus) (!111) DONE
-Keshik get 26 LOS 12 range DONE
-Keshik speed increased to 7.30 DONE
-Chinese monk can stealth DONE
-Monk – 300 hp DONE
-Build limit monk made to 5!11 DONE EDIT: This change works in practice a bit different, you can call your explorer always back for 30 gold (even when he is alive)
-Cost made to 30 gold (from 300 gold) DONE
-Monk now has 70% chance to do critical that does 3x damage(rather than 2x damage) (%raised from 20) DONE
-Flame throwers population reduced to 3 from 4 DONE
-Flame throwers + 2 speed DONE
-Reduced to 150 wood/gold from 170w/g DONE
-Keshik 2x vs vills
-Disciple Build limit increased to 20
-Disciple cost reduced to 20
-Disciple Hp reduced to 50
-Disciple attack reduced to 1, but have 40% Chance of doing 20x damage critical hit!
note: disciple difference in critical hits not applied in cover mode
- Chu Ko Nus are now Chu Ko Nubs DONE
-Hand mortar damage reduced to 2, but ROF made to 1.0 :O


Dutch
Dutch will rely on a good economy and fast ranged units, skirm + Ruyters.
-Ruyters + 2 Range DONE
-Ruyters +2 LOS as well DONE
-Ruyters -20 hp DONE
-Ruyter Movement type changed to air EDIT: Same as arrow knights
-Ruyter To balance it out a bit HP reduced to 100 from 120 but attack increased from 14 to 18 (need higher damage otherwise can't be good meatshield if they fly lol111)
-Fast halb card changed to fast skirm card, skirms get + 1 speed DONE
-Banks cost raised to 450f 450w DONE
-Banks have velocity of .5 (hopefully that makes them move, but not sure if it works :P) DONE EDIT: works
-Bank income adjusted accordingly (3.53 g/s)
-Coffeetrade now gives only + 1 bank and -20% military speed
-Dutch can build horse artillery in age 3 DONE
-Change fast age up politician to 6 skirms DONE
Envoys-Flying units (movementtype changed from land to air so hope that works!)
- Envoys get 15 attack with 2 area damage (x0.3 vs villagers)


Brit
Main units become musk + grenadier + lbow
-Lbow cost adjustment to 60f/40g DONE
-Musk/gren card now boosts grens with 25% DONE (only the age 3 one, right?)
-Gren siege card now boost siege damage to 90% DONE
-Lbow now get 13 attack(down from 17) but + 6 range DONE
-Longbows get 28 siege attack range as well DONE
-Can’t build hussar in colonial DONE
-Manors cost increased to 220 wood, gives 2 vills now (still 10 pop) DONE
-Manors now have 99.999% siege resist so 100x better than walls :P DONE
-Manor velocity increased to .5 DONE
-Rocket Hitpoints decreased to 200 DONE
-Rocket ranged resistance reduced to 50% DONE
-Rocket Damage: 1000, 200 range, 16 area, x3 vs Ships, x2 vs buildingsx0.25 vs artillery, x0.1 vs arrowknight, damagecap: 5000 DONE
-However reduced LOS to 20 so you have to use a scout or another unit to fire at units (I think you can fire at buildings anyway) DONE
-Changed ROF of Rockets to 50 DONE
-Changed train points of Rockets to 125 (up from 98) DONE
-Added build limit of 8 to Rockets DONE
-Increased lifespan of RocketShell projectile from 5 to 95 DONE
-Added LOS of 25 to RocketShell projectile DONE


French
Xbow civ
-Can’t build skirms in Fortress DONE
-Age 3 xbow convert card now doesn't change xbows but gives CDB Oprichnick stats DONE
-Explorer can train CDB DONE (this might work or might not work. If it doesn't please tell me and I'll fix it) EDIT: works
-Cuirassiers get + 10 attack DONE (Also increased Damage cap to 90 from 70)
-Cuirassiers get -100 hp DONE


Germany
Uhlans become very important in early ages, while late game is dominated by dopples
*******-Stealth petards******
-Uhlans become MM, decay is 2 hp per 3 seconds
-Uhlans + 4 attack DONE
-Also increased trample from 25 to 41 to make it useful DONE
-Also increased trample damage cap from 75 to 100 DONE
-Cav attack card increases attack boost to 30% (from 15%) DONE
-Explorer can train Uhlan YES IT DOES WORK!!!! 1111 21 21 21
-Settler wagon velocity increased from 4 to 8! DONE
-Settler wagons have 2x bonus against villagers with blunderbuss attack (I think that's just regular ranged shot or it may be the attack once blunderbuss is researched) DONE
- 4 Nitro Petards shipment changed to provide 6 Nitro Petards. Can now be sent infinite times


India
Sepoy become the main unit, Gurkha’s become snipers and urumi trainable
-Sepoy get attack bonus vs HI gave 2x bonus (ONLY IN RANGED THOUGH) DONE
-Sepoy get -20 hp DONE
-Gurkha get ROF 45.0 (up from 3.0) DONE
-Gurkha get a range of 60 DONE
-Gurkha get an attack of 4000 with 0.1x against artillery and 0.1 against ships DONE
-Gurkha hp decreases with -50 hp DONE
-more LOS to 60 DONE
-Gurkha cost increased from 70/50 f/g to 90/70 f/g DONE
-Gurkha has a build limit of 13 DONE
-Gurkha can stealth
-Can train Urumi now, cost will be 150f/150g ( I think this is also in another file) DONE
-Every Urumi shipment will give Urumi +0.5 bonus vs HI (this also works for the infinite urumi shipment) DONE
-Rajput-Speed increased from 5 to 7 (!)
-Mahout population decreased from 7 to 5
-Mahout speed +2 DONE .
-Mahout +100% HP and attack DONE
-Mahout x2 vs cavalry added DONE
-Howdah +100% HP and attack DONE
-Mansabdar Mahout and Howdah changed accordingly DONE
-Mahouts, Howdahs and their mansabdars cost doubled. Wood gather rate of non-mansabdars x2, mansabdars x4 DONE
-Mansabdar Zamburak and Sowar food gather rate x2 DONE
-Jat lancer population from 4 to 3
- Siege Elephants and Mansabdar Siege Elephants now fire lazer from their cannons (up from cannonballs)


Iroquois
Don't know what to do with them yet.
- Aennas get ROF 1.0 only for ranged DONE
- Aennas get 0.5 ROF in hand mode DONE
- Tomas get -50 hp (150 to 100) DONE
- Tomahawks get 2 area of effect on ranged attack and 3 area of effect on hand attack
Travois
- Travoises cause trample damage like TUCK TUCK TUCK monstertrucks. DONE
- 10 damage in discovery, 15 in colonial, 30 in fortress, 60 in industrial, 100 in imperial DONE
- Hitpoints are as following: 125 (discovery), 175 (colonial), 250 (fortress), 400 (industrial), 650 (imperial). DONE
- +1 speed in colonial, +2 speed in imperial DONE
- +2 AoE (area of effect) in colonial, +1 in fortress, +1 in industrial, +3 in imperial DONE
- Siege resistance changed to ranged resistance, +0.10 ranged resistance with each age DONE
-Conservative Tactics shipment now also boosts Travois attack and hitpoints by 20% DONE
-Mantlets get .5 attack with .00000001 ROF!
-Siege attack stayed constant but ROF moved to 1.


Japan
Don't know what to do with them yet.
- Can build twice as many shrines DONE
-Shrine velocity .5 DONE
-Shrine cost 220 wood
*****- Can train Hatamoto samurai from rax. Cost in Colonial 150f/ 150g, cost decreases each age with 23f/24g. Can no longer train them from the Consulate
- Ashis + 1 speed DONE LOL
- Yumi + 3 speed DONE ROFL\
-Consulate yambushi (clubs) speed +1


Ottoman
Abus civ
- Abus bonus vs HI increases with +2.5 in range only DONE
- Abus can be trained from TC DONE
- Abus get 80% RR DONE
- Abus get - 60 hp DONE (ABUS BUG NOW FIXED)
- Removed ABUS ranged penalty towards villagers!!! DONE
- Abus Guns now fire a lazer beam
Spahi
-cost made to 331 food
-enabled age 2
-Enabled for training in stable
-5 Spahi: Now costs 250 food (down from 1000 food)
-3 Spahi: Now costs 150 food (down from 600 food)
-4 Spahi: Now costs 200 food (down from 800 food)
-Team 4 Spahi: Now costs 300 food (down from 1200 food)
-6 Spahi: Now costs 350 food (down from 1200 food). Can now be sent infinite times


Port
Late Game Civ
- Mortar card now increases range with +60 DONE
- Cacadore range increased to 26 DONE
- Genitours now increases range of goons with 26 to 38 DONE
- Genitours now increases range of cacadores with 14 DONE
- Minuteman don't decay in hp DONE
- Cacadore-Speed increased by 1
- OrganGun-HP increased to 180 (i believe that means no 1 shot culv kill anymore but not quite sure)

Russia
-Oprichnicks less hp 200 instead of 250 DONE
-Oprichnicks available in age 2 DONE
-Oprichnicks more siege 85 instead of 75 DONE
-Now build vills in batches of 5, cost per vills stays the same DONE
-Can build forts in colonial DONE (moved "National redoubt" card that lets muskets build forts to age 2. Also enabled forts to be available in age 2 for Russians).
-National Redoubt card now also delivers 1 Fort Wagon
-Infantry trains faster DONE (halberdiers and musketeers train 50% of normal time instead of 75%. Strelet train points reduced to 22,5 seconds from 30 seconds (-25%))
-Blockhouse trains ypPetRhino(see general changes for stats)
-Strelets do 2 ranged damage with .5 ROF! AKA Machine GUNNERS!


Sioux
Cav all the way, infantry sucks
- Can build all diferent ranged cavs
- Goons are trainable DONE
- Ruyters are trainable DONE
- Cav archers are trainable DONE
- War Wagons are trainable DONE
- Rifle riders + 3 range DONE
- Rifle Riders + 2 attack DONE
- Axeriders 1.25x Heavy cav DONE
- Axeriders 0.8x vills DONE
- Bowrider becomes siege/vill kill unit
- Bowrider - 7 attack DONE
- Bowrider 2x vills DONE
- Bowrider siege damage increased to 49 DONE
- Sioux can build banks DONE
- Bank limit is 2 (no cards to increase that) DONE
- Teepee cost changed to 40 wood (down from 50 wood). Build/Kill Bounty changed accordingly DONE
- Teepee build points reduced to 2.50 (down from 5.00) DONE
- Teepee move at 3 speed, therefore will become very key part of sioux army 21 21
-Rifle rider HC tag removed so goons don't get bonus vs them!
-In return to balance have lower HP to 195 from 205


Spain
Lancer + Goon civ, unction rules
-Card that gives Lancers x1 vs infantry extra also affects goons DONE
-Card that gives Lancers x1 vs infantry also gives Dragoons area damage (2 in ranged and siege, 3 in melee). cuir-goons ftw!! DONE
-Explorer regenerates faster DONE
-Start with -2 vills, + 300 wood (tp's in discovery ) DONE
-Rods melee attack boosted from 10 to 12
******-Rods get x3 bonus vs Heavy Infantry******
-Boost in shipment rate DONE
Wardogs act as meatshields
-get .5 RR
-100 HP
-10 build limit
-To balance attack reduced down to 5
-To remain good for treasure hunting, guardian bonus increased to 2.2
Consulate
-Can now access the Consulate. The following civs are available there: France, Dutch, Ottos, Russia
-Allying with a consulate nation costs 200 coin
-all export changes after allying with a nation changed to an equal ammount of gold, except the French resource crates which are free
-also halved the cost of the Church Wagon and Arsenal Wagon shipments in the consulate (to make them worth it instead of costing you extra resources)

General changes

-Skirms get 5 speed DONE
-Gren get 30% RR (down from 50%) DONE
-Grens get 20% more hp DONE
-Gren ranged damage increased to 18 from 16 DONE
-Grenade velocity from 20 to 50 (may help speed up grenadier hitting time) DONE

-Chackram (natives) reduced cost to 90/40 f/w from 100/50 SONW
-Spies are cheaper DONE (reduced cost per unit from 75 gold to 50 gold. This might not work)
-Xbows do siege damage DONE
-Explorers can use Hotairballoon in colonial (no need for card) DONE (Don't know how the card will work) --> FUN!
-Priest and Imam cost reduced to 150 coin (down from 200 coin). Bounty XP changed accordingly. DONE

-Priests and Imams now heal at a rate of 15 HP per second (up from 10HP/s) DONE
-Missionaries now cost 75w 75c (down from 100w 100 coin). Build XP changed accordingly DONE
-Missionaries now heal at a rate of 15 HP/s (up from 10HP/s) DONE
-Surgeon cost decreased to 175 coin (down from 300 coin). Bounty XP reduced to 20 XP (down from 30 XP). DONE
-Surgeon HP increased to 360 (up from 240) DONE
-Surgeons now heal at a rate of 20HP/s (up from 10HP/s) DONE
-Surgeon changes make the Surgeon cards and the card that enables you to train them from church more viable

-Saloon Build limit = 10
-Saloon cost decreased to 125 wood
-Monastery Build limit increased to 10 (outlaw/merc spam rofl!11)
-Monastry Cost reduced from 225 to 150 wood

Halberdier -made to act as a uber meatshield for units of all sorts
-Speed reduced by 1
-HP increased by 10
-.1 melee resist changed to .5 ranged resist


Sheep
-Obstruction radii increased from .49 to 1.49 in other words they will sux at pathing 21

Pet Rhino (function as meatshield)
-HP increased to 500
-Ranged resist of .7
-Damage reduced by 10
-Cost reduced to 200 food from 250 food
-Speed increased to 9

PetSnowMonkey (duber?)funciton as nearly indestructible scouts lol
-HP increased to 910
-speed+2
-Damage reduced to 0
-LOS to 20

Ironclad
-Ranged resistance changed to 90% siege resistance DONE
-Ranged attack of 200, with x2 vs ships, 30 range, ROF changed to 1.25 (down from 2.00) DONE
-Long ranged attack now has x20 vs buildings and no dock penalty DONE
-Now has an additional broadside attack that does 90 damage (per cannonball) DONE
-Now affected by warship upgrades from dock DONE
-Now trainable in the imperial age by the following civs : britain, france, spanish, portuguese, and dutch. DONE
-Build limit of 1, cost 1000 wood 1000 coin. DONE

Petard and Nitro Petard
- Now explodes on units as well as buildings DONE
- Splash area of 10 added DONE
- Unit description changed accordingly DONE

Ninja
-Pop cost changed to 1
-hand damage ROF changed to .5 from 1.5


Covered Wagon
-Can now transform into Mills and Plantations as well as Town Centers

Walls and Gates
- WallStraight5 walls (the longest ones) and gates can now be placed over Trade routes
- Gate bug fixed (you can now convert a wall to a gate even if there are units next to it)

Falconets
******-Get hand attack of 25 (ROF 1.5), x3 vs infantry******

Advanced Hot Air Balloon
******-gets bomb attack that does 3000 siege damage******


-------------------------

Revolution Changes
-Colonial Militia can gather resources. Rates: 0.336 on hunts, 0.26 on mills, 0.26 on berries, 0.80 on livestock, 0.20 on wood, 0.24 on mines, 0.20 on plantations, 4.00 on crates DONE
-Colonial Militia train time reduced to 6 seconds, but now only train one at a time instead of in batches of 5 DONE
-Colonial Militia affected by economic gathering improvements DONE
-Colonial Militia can build Tents, Campfires, Field hospitals, Feed Stores, Weapon Caches and Banks DONE
-Tents provide XP trickle of 0.20/s DONE
-Campfires provide XP trickle of 1.25/s DONE
-Town Centers provide XP trickle of 0.8/s after Revolt DONE
-Tent build limit set to 15 and they provide a 4% hitpoint boost to nearby units DONE
-Campfire build limit set to 5 and they provide a 10% attack boost to nearby units DONE
-Field Hospitals train Surgeons. Surgeons can build Field Hospitals.
-Feed Stores provide a trickle of 1.75 food/s and are limited to 4. Cost is 250 wood, 250 gold. HP: 1500
-Weapon Caches provide a trickle of 1,75 wood/s and are limited to 4. They also train Petards, Mortars and Gatling Guns. Cost is 300 food, 300 gold. HP: 1500
-Banks provide a trickle of 1,75 gold/s and are limited to 4. Cost is 275 food, 275 wood. HP: 1500
-Factory Wagons can be trained for 1000 food, 1000 wood, 1000 gold at the Town Center. Train time is 60 seconds DONE
-Factory build limit changed to 2 in Revolution DONE
- Tent obstruction radius changed to 1.5 (up from 1) DONE
- Tents cost 90 wood DONE
- Campfires cost 120 wood DONE
- Colonial Militia can now be trained from Barracks DONE
- Ironclad build limit set to 5 and cost set to 750w 750c DONE
Special economic improvements in the Feed Store:
- Agricultural Revolution: 20% boost to Mills, 40% boost to hunts, 25% boost to herdables, 40% boost to berries DONE
- Revolutionary Wood Chopping: 25% boost to wood chopping DONE
- Industrial Revolution: 40% boost to mines, 20% boost to Plantations DONE
- Revolutionary Economy: 25% boost to hunts, berries, trees, mines, herdables. 15% boost to Mills, Plantations DONE
- Advanced Wagons: Covered Wagons cheaper (-200 wood), train faster (-75%), can build Markets, Church/Mosque and Livestock Pen DONE
Gatling Guns dont suck anymore:
- hitpoints increased to 180 (up from 150) DONE
- attack increased to 33 (up from 30) DONE
- range increased to 28 (up from 24), LOS up to 32 (up from 26) DONE
- penalty vs. buildings, ships and artillery removed, penalty of 1.33x vs infantry added DONE
- cost increased to 100w 400c (up from 100w 300c) DONE
- area of effect increased to 3 (up from 2) DONE

- imperial hussars from O'Higgins revolutionary now display their name correctly (Imperial Hussars instead of Veteran Hussars)



There still need to be some small changes.

- Sioux needs a small infantry nerf
- Rhino's speed should be brought back to 7
- Same for Mahout lancers
- Natives should be changed (1x1's idea)
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Ok, I've made some changes.

Now we only need the natives to be changed.

I also changed some unit names :) (and the mansabar unit is no offence Sunil ;) )

Attached to this post:
Attachments: FP_02_12.zip (1.17 MB)
Edited by _Ha_Luke_331, Dec 2 2009, 08:05 AM.
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No_nickname
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No_membertitle
Nice :)
*downloads*

That list is getting very long :P

I'll try to come up with some OP stuff to add. Im already planning:

- Ports get fire pit
- Ottomans get BB's in every building
- some OP stringtabley.xml changes (for example adding the word "nub" everywhere in the ESO interface)
- more!
Edited by No_nickname, Dec 2 2009, 09:56 AM.
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Russia can't train rhinos.
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No_nickname
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No_membertitle
K I'll fix it.
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O_man0
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The Unexpected One
Well then!

You should make manlets have 10000 HP but no attacks whatsoever and the seige they have now.
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SunnyDeeeee
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H34d Nubc4k3
_Ha_Luke_331
Dec 2 2009, 10:35 AM
Russia can't train rhinos.
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO :(
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DukeLeto
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Refined Chaos
We need to post on agesanct and see what those nub experts think of our balance :D
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
When it's finished I will post it on Heaven Games, Agesanc and even agecomm :)

Just to see the reactions :D
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SunnyDeeeee
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H34d Nubc4k3
nahhhhh, IMO we should keep it as a secretive clan only file :P
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DukeLeto
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Refined Chaos
But it would be great to see their reactions to the patch notes we should post only the patch notes not the patch make them join TΣ for the OP patch file itself :D
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T_Cfc119
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nub officer111
I GOT A POINT

to show we care for the wildlife, for all the eco warriors...

Pandas that multiply by two every 5 minutes, to show how they are not endangered in the TE funpatch :L u could also add some cinematic that shows two pandas having super panda fun fun time
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SunnyDeeeee
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H34d Nubc4k3
for some reason i odn't think that's possible lol
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
defiinitely post the patch notes, but present it as an official fanpatch with serious balance changes imo
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DukeLeto
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Refined Chaos
21 1
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No_nickname
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looool :P

Yes, pretend we are serious :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Ok, I posted the notes. Let the flames begin!
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
Ok, I posted the notes. Let the flames begin!
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No_nickname
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No_membertitle
rofl the flaming is already on at agesanc, but the people at HG are taking it nicely :P
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No_nickname
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No_membertitle
Goodspeed on AgeSanc
 
this doesn't look like a balance patch

this is fruiting insane, what were you guys thinking lol


rofl :P :P
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_Ha_Luke_331
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F41l3d t0 j01n 1s my m1ddl3 n4m3
yeah, that one is sig material!
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No_nickname
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No_membertitle
Adding it to my HG sig lol :P
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Bart331
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1'm 4 l1ttl3 p1ggy, 01nk 01nk 01nk
aloysius is reading our patch notes, i hope he will take some of the changes in his RE 1.03 patch ^^
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